Area effect option: Your feedback please, and the devs view on it (hopefully)
Posted: Thu Nov 04, 2004 11:35 am
Ok, first of all I must say I only been using the bomb effect so I can only draw facts about that one.
Currently the bomb effect have been severly weakend compared to pre-patch version. Reason, the overal power of it is only 40% compared to single target spells, at least for the heal/gift spells.
Facts:
Using a magic amplifier of 60% bonus.
Heal 11 gets me 632 heal per target.
Bomb 3 enhanced heal 11 gets me a 247 heal per target.
Pre patch it was the exact same amount on the targeted player, no matter if you used bomb or non-bomb spells.
The current brick description doesn't say anything about this, just the standard diminishing return as it travels from center to edge. Which is fine becouse it was that way before patch and it is clearly stated to be so.
But with the current bomb I have to heal 2.5 peps to get the same amount as from a single target heal, with higher sap/hp cost.
Thing is, with the current high mob damage, players need large heals to stay alive, not many small ones, which leaves bomb almost useless, at least by the primary healer. Seconday healers can still use it to freashen up melees that don't have the current aggro.
This applies if one wants some decent xp (1-2k). And as a healer, I can't get any xp unless I am in a group, which means we have to seek fairly high level mobs, who can kill maxed-hp-tanks in 1-2 hits.
Is this really the way to go, get one add and the entier group gets a DP-express to nearest town. Maybe my group wasn't The best, but casual players are suppose to be able to play it also, and not have to learn Every bit of strategy there is, gettting the most optimal team Every time you want to hunt.
I'm sorry to say it, but most changes in this patch was for the worse, rather then for the better.
Please, no flames, I'm trying to make this constructive.
Currently the bomb effect have been severly weakend compared to pre-patch version. Reason, the overal power of it is only 40% compared to single target spells, at least for the heal/gift spells.
Facts:
Using a magic amplifier of 60% bonus.
Heal 11 gets me 632 heal per target.
Bomb 3 enhanced heal 11 gets me a 247 heal per target.
Pre patch it was the exact same amount on the targeted player, no matter if you used bomb or non-bomb spells.
The current brick description doesn't say anything about this, just the standard diminishing return as it travels from center to edge. Which is fine becouse it was that way before patch and it is clearly stated to be so.
But with the current bomb I have to heal 2.5 peps to get the same amount as from a single target heal, with higher sap/hp cost.
Thing is, with the current high mob damage, players need large heals to stay alive, not many small ones, which leaves bomb almost useless, at least by the primary healer. Seconday healers can still use it to freashen up melees that don't have the current aggro.
This applies if one wants some decent xp (1-2k). And as a healer, I can't get any xp unless I am in a group, which means we have to seek fairly high level mobs, who can kill maxed-hp-tanks in 1-2 hits.
Is this really the way to go, get one add and the entier group gets a DP-express to nearest town. Maybe my group wasn't The best, but casual players are suppose to be able to play it also, and not have to learn Every bit of strategy there is, gettting the most optimal team Every time you want to hunt.
I'm sorry to say it, but most changes in this patch was for the worse, rather then for the better.
Please, no flames, I'm trying to make this constructive.